tunnel_list = [x-speed if x-speed>-200 else 2100 for x in tunnel_list ]
def draw_tunnel():
for x in tunnel_list:
pygame.draw.rect(screen,COLORS['darkgreen'],(x,0,100,350),0)
pygame.draw.rect(screen,COLORS['darkgreen'],(x+100,550,100,350),0)
G = 9.8*30 # g
JUMP_V = -300
bird_x,bird_y = 700,450
bird_v = 0
if not jump:
bird_v += G*frame
else:
bird_v = JUMP_V
jump = False
bird_y += frame*bird_v
def draw_bird():
screen.blit(birdImg,[bird_x,bird_y])
def rect_cover(rect1,rect2,up=True):
# bird
left_up1 = (rect1[0],rect1[1])
left_down1 = (rect1[0],left_up1[1]+rect1[3])
right_up1 = (left_up1[0]+rect1[2],rect1[1])
right_down1 = (left_up1[0]+rect1[2],left_up1[1]+rect1[3])
# tunnel
left_up2 = (rect2[0],rect2[1])
left_down2 = (rect2[0],left_up2[1]+rect2[3])
right_up2 = (left_up2[0]+rect2[2],rect2[1])
right_down2 = (left_up2[0]+rect2[2],left_up2[1]+rect2[3])
# check
if (left_up2 [0] <= right_up1 [0] <= right_up2 [0]): # x, это должен быть правый контакт линии, чтобы вы могли судить правую часть птицы
if up and (left_up2[1]<=right_up1[1]<=left_down2[1]):
return True
elif (not up) and (left_up2[1]<=right_down1[1]<=left_down2[1]):
return True
return False
def draw_dead():
s = pygame.Surface(SIZE, pygame.SRCALPHA)
s.fill((255,255,255,240))
screen.blit(s, (0,0))
txt = font120.render('YOU DEAD',True,COLORS['black'])
x,y = 450,400
screen.blit(txt,(x,y))
import sys
import pygame
from pygame.color import THECOLORS as COLORS
def draw_background():
# white background
screen.fill(COLORS['lightblue'])
pygame.draw.rect(screen,COLORS['black'],(-100,902,3000,200),5)
def draw_tunnel():
for x in tunnel_list:
pygame.draw.rect(screen,COLORS['darkgreen'],(x,0,100,350),0)
pygame.draw.rect(screen,COLORS['darkgreen'],(x+100,550,100,350),0)
def draw_bird():
screen.blit(birdImg,[bird_x,bird_y])
def draw_context():
txt = font50.render('Count time: '+str(int(count_time))+' S',True,COLORS['black'])
x,y = 10,920
screen.blit(txt,(x,y))
def draw_pause():
s = pygame.Surface(SIZE, pygame.SRCALPHA)
s.fill((255,255,255,220))
screen.blit(s, (0,0))
txt = font120.render('PAUSE',True,COLORS['darkgray'])
x,y = 550,400
screen.blit(txt,(x,y))
def draw_dead():
s = pygame.Surface(SIZE, pygame.SRCALPHA)
s.fill((255,255,255,240))
screen.blit(s, (0,0))
txt = font120.render('YOU DEAD',True,COLORS['black'])
x,y = 450,400
screen.blit(txt,(x,y))
def rect_cover(rect1,rect2,up=True):
# bird
left_up1 = (rect1[0],rect1[1])
left_down1 = (rect1[0],left_up1[1]+rect1[3])
right_up1 = (left_up1[0]+rect1[2],rect1[1])
right_down1 = (left_up1[0]+rect1[2],left_up1[1]+rect1[3])
# tunnel
left_up2 = (rect2[0],rect2[1])
left_down2 = (rect2[0],left_up2[1]+rect2[3])
right_up2 = (left_up2[0]+rect2[2],rect2[1])
right_down2 = (left_up2[0]+rect2[2],left_up2[1]+rect2[3])
# check
if (left_up2 [0] <= right_up1 [0] <= right_up2 [0]): # x, это должен быть правый контакт линии, чтобы вы могли судить правую часть птицы
if up and (left_up2[1]<=right_up1[1]<=left_down2[1]):
return True
elif (not up) and (left_up2[1]<=right_down1[1]<=left_down2[1]):
return True
return False
Python
Python смотрите люди
И на что смотреть? Pygame это не такой уж прям и Python, там под капотом на самом деле прячется CИ
Ошибка была везде!
import turtle
import random
w = 500
h = 500
food_size = 10
delay = 100
offsets = {
"up": (0, 20),
"down": (0, -20),
"left": (-20, 0),
"right": (20, 0)
}
def reset():
global snake, snake_dir, food_position, pen
snake = [[0, 0], [0, 20], [0, 40], [0, 60], [0, 80]]
snake_dir = "up"
food_position = get_random_food_position()
food.goto(food_position)
move_snake()
def move_snake():
global snake_dir
new_head = snake[-1].copy()
new_head[0] = snake[-1][0] + offsets[snake_dir][0]
new_head[1] = snake[-1][1] + offsets[snake_dir][1]
if new_head in snake[:-1]:
reset()
else:
snake.append(new_head)
if not food_collision():
snake.pop(0)
if snake[-1][0] > w / 2:
snake[-1][0] -= w
elif snake[-1][0] < - w / 2:
snake[-1][0] += w
elif snake[-1][1] > h / 2:
snake[-1][1] -= h
elif snake[-1][1] < -h / 2:
snake[-1][1] += h
pen.clearstamps()
for segment in snake:
pen.goto(segment[0], segment[1])
pen.stamp()
screen.update()
turtle.ontimer(move_snake, delay)
def food_collision():
global food_position
if get_distance(snake[-1], food_position) < 20:
food_position = get_random_food_position()
food.goto(food_position)
return True
return False
def get_random_food_position():
x = random.randint(- w / 2 + food_size, w / 2 - food_size)
y = random.randint(- h / 2 + food_size, h / 2 - food_size)
return (x, y)
def get_distance(pos1, pos2):
x1, y1 = pos1
x2, y2 = pos2
distance = ((y2 - y1) ** 2 + (x2 - x1) ** 2) ** 0.5
return distance
def go_up():
global snake_dir
if snake_dir != "down":
snake_dir = "up"
def go_right():
global snake_dir
if snake_dir != "left":
snake_dir = "right"
def go_down():
global snake_dir
if snake_dir!= "up":
snake_dir = "down"
def go_left():
global snake_dir
if snake_dir != "right":
snake_dir = "left"
screen = turtle.Screen()
screen.setup(w, h)
screen.title("Snake")
screen.bgcolor("blue")
screen.setup(500, 500)
screen.tracer(0)
pen = turtle.Turtle("square")
pen.penup()
food = turtle.Turtle()
food.shape("square")
food.color("yellow")
food.shapesize(food_size / 20)
food.penup()
screen.listen()
screen.onkey(go_up, "Up")
screen.onkey(go_right, "Right")
screen.onkey(go_down, "Down")
screen.onkey(go_left, "Left")
reset()
turtle.done()
import turtle
import random
w = 500
h = 500
food_size = 10
delay = 100
offsets = {
"up": (0, 20),
"down": (0, -20),
"left": (-20, 0),
"right": (20, 0)
}
def reset():
global snake, snake_dir, food_position, pen
snake = [[0, 0], [0, 20], [0, 40], [0, 60], [0, 80]]
snake_dir = "up"
food_position = get_random_food_position()
food.goto(food_position)
move_snake()
def move_snake():
global snake_dir
new_head = snake[-1].copy()
new_head[0] = snake[-1][0] + offsets[snake_dir][0]
new_head[1] = snake[-1][1] + offsets[snake_dir][1]
if new_head in snake[:-1]:
reset()
else:
snake.append(new_head)
if not food_collision():
snake.pop(0)
if snake[-1][0] > w / 2:
snake[-1][0] -= w
elif snake[-1][0] < - w / 2:
snake[-1][0] += w
elif snake[-1][1] > h / 2:
snake[-1][1] -= h
elif snake[-1][1] < -h / 2:
snake[-1][1] += h
pen.clearstamps()
for segment in snake:
pen.goto(segment[0], segment[1])
pen.stamp()
screen.update()
turtle.ontimer(move_snake, delay)
def food_collision():
global food_position
if get_distance(snake[-1], food_position) < 20:
food_position = get_random_food_position()
food.goto(food_position)
return True
return False
def get_random_food_position():
x = random.randint(- w / 2 + food_size, w / 2 - food_size)
y = random.randint(- h / 2 + food_size, h / 2 - food_size)
return (x, y)
def get_distance(pos1, pos2):
x1, y1 = pos1
x2, y2 = pos2
distance = ((y2 - y1) ** 2 + (x2 - x1) ** 2) ** 0.5
return distance
def go_up():
global snake_dir
if snake_dir != "down":
snake_dir = "up"
def go_right():
global snake_dir
if snake_dir != "left":
snake_dir = "right"
def go_down():
global snake_dir
if snake_dir!= "up":
snake_dir = "down"
def go_left():
global snake_dir
if snake_dir != "right":
snake_dir = "left"
screen = turtle.Screen()
screen.setup(w, h)
screen.title("Snake")
screen.bgcolor("blue")
screen.setup(500, 500)
screen.tracer(0)
pen = turtle.Turtle("square")
pen.penup()
food = turtle.Turtle()
food.shape("square")
food.color("yellow")
food.shapesize(food_size / 20)
food.penup()
screen.listen()
screen.onkey(go_up, "Up")
screen.onkey(go_right, "Right")
screen.onkey(go_down, "Down")
screen.onkey(go_left, "Left")
reset()
turtle.done()
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